The document summarizes key findings from the Newzoo Games Market Report on consumer spending for different game platforms. It finds that console games make up over half of spending in most countries except Germany, where PC games are most popular. It also provides platform overlap data showing the percentage of gamers who use multiple devices. The full report contains additional data on revenue streams, average monthly spending per player and platform, and the percentage of players who make purchases.
Freemium Premium Le système économique des jeux vidéosJonathan Jedrasiak
This document discusses various business models used in the video game industry, including paid physical sales, subscriptions, and free-to-play models. It describes how free-to-play games allow users to download the full game for free but encourage microtransactions for additional content. Free-to-play games employ techniques like pay-to-win and pay-to-entertain mechanics as well as social features and timed restrictions to incentivize spending. The document also examines specific examples like League of Legends, Hearthstone, and Guild Wars 2 to illustrate different monetization approaches in popular games.
Games developers are involved in the creation and production of games across various platforms and their work involves design or programming. Games development is a multi-billion pound industry that can take teams of up to 200 professionals up to three years to make a game from concept to finished product. Video game publishers finance development, distribute published games, and perform other functions like deciding on licenses, localization, packaging, and marketing. Console manufacturers serve as gatekeepers that approve games for their platforms and provide support to developers, while having power over what titles get priority marketing.
Games Virtual World Economics Analysis 2008 FrenchPierre Casanova
This document provides an overview of the strategic and economic issues facing the video game sector. It discusses the sector from several perspectives including public opinion, industry executives, quantitative data, and financial analysts. It also segments the market and maps major players in software games, online/virtual worlds, and mobile games. Finally, it outlines recent mergers and acquisitions as well as funding deals in the video game industry.
The gaming industry has grown at double digit rates until last year. The top 10 gaming companies now have combined revenues of over $24 billion, though the market was slightly lower in 2008. Despite the economic crisis, the online gaming segment continues to boom and lead to fast growth for leading online gaming companies. The document then provides details on various gaming platforms such as PlayStation, Xbox, Nintendo, mobile and online/MMO gaming. It discusses the different models for online gaming subscriptions and payments. Finally, it outlines some future trends in gaming like face/voice control, augmented reality and cloud gaming.
Shinra at Columbia Business School: A Seminar from Yoichi WadaShinra_Technologies
On October 22, President Yoichi Wada delivered this seminar to Columbia Business School students entitled, “How will Shinra build the next game industry ecosystem?”
The document discusses how cloud gaming will fundamentally change the game industry by moving the platform from specialized devices to the cloud. This will result in a complete disruption and switch from client games to cloud games. Shinra Technologies aims to pioneer this new era by enabling new game experiences through cloud computing and establishing a new ecosystem centered around the cloud operator rather than device manufacturers. Shinra believes this represents the industry's greatest transformation and invites others to join them in building new worlds through an emergent strategy.
Freemium Premium Le système économique des jeux vidéosJonathan Jedrasiak
This document discusses various business models used in the video game industry, including paid physical sales, subscriptions, and free-to-play models. It describes how free-to-play games allow users to download the full game for free but encourage microtransactions for additional content. Free-to-play games employ techniques like pay-to-win and pay-to-entertain mechanics as well as social features and timed restrictions to incentivize spending. The document also examines specific examples like League of Legends, Hearthstone, and Guild Wars 2 to illustrate different monetization approaches in popular games.
Games developers are involved in the creation and production of games across various platforms and their work involves design or programming. Games development is a multi-billion pound industry that can take teams of up to 200 professionals up to three years to make a game from concept to finished product. Video game publishers finance development, distribute published games, and perform other functions like deciding on licenses, localization, packaging, and marketing. Console manufacturers serve as gatekeepers that approve games for their platforms and provide support to developers, while having power over what titles get priority marketing.
Games Virtual World Economics Analysis 2008 FrenchPierre Casanova
This document provides an overview of the strategic and economic issues facing the video game sector. It discusses the sector from several perspectives including public opinion, industry executives, quantitative data, and financial analysts. It also segments the market and maps major players in software games, online/virtual worlds, and mobile games. Finally, it outlines recent mergers and acquisitions as well as funding deals in the video game industry.
The gaming industry has grown at double digit rates until last year. The top 10 gaming companies now have combined revenues of over $24 billion, though the market was slightly lower in 2008. Despite the economic crisis, the online gaming segment continues to boom and lead to fast growth for leading online gaming companies. The document then provides details on various gaming platforms such as PlayStation, Xbox, Nintendo, mobile and online/MMO gaming. It discusses the different models for online gaming subscriptions and payments. Finally, it outlines some future trends in gaming like face/voice control, augmented reality and cloud gaming.
Shinra at Columbia Business School: A Seminar from Yoichi WadaShinra_Technologies
On October 22, President Yoichi Wada delivered this seminar to Columbia Business School students entitled, “How will Shinra build the next game industry ecosystem?”
The document discusses how cloud gaming will fundamentally change the game industry by moving the platform from specialized devices to the cloud. This will result in a complete disruption and switch from client games to cloud games. Shinra Technologies aims to pioneer this new era by enabling new game experiences through cloud computing and establishing a new ecosystem centered around the cloud operator rather than device manufacturers. Shinra believes this represents the industry's greatest transformation and invites others to join them in building new worlds through an emergent strategy.
The document discusses various gaming platforms and how brands can engage with them. It covers social games, MMORPGs, console games, and mobile games. It analyzes the opportunities for brands within each platform, such as in-game advertising and branded games. The focus is on how social and mobile gaming are growing in relevance for marketing due to their large audiences and opportunities for engagement and monetization.
The global Game Engine Market is forecast to surpass USD 5.96 billion by 2027. Game engines are primary software used to create and develop video games for various platforms. They perform animation, sound, scripting and other functions to develop games rapidly. Game engines are also being used in industries like banking and automotive for applications like gamification, virtual environments and UI/UX design. A notable trend is the rising adoption of augmented and virtual reality. The report also notes that cloud gaming and the launch of new game consoles will contribute to the growth of the game engines market in the coming years.
Game engines are software platforms for developing and running games. They handle common game elements like graphics, physics, sound, and artificial intelligence. Some key differences between 2D and 3D game engines include their use of 2 or 3 spatial coordinates and different programming languages. Many game engines are free and open-source, making them accessible for independent developers. Popular 3D engines include Blender, Unity, and Panda3D, while popular 2D engines include Box2D and Lavgine. Game engines incorporate common game elements like rendering, collision detection, sound, and physics.
Nintendo is a leading video game company that produces gaming consoles. Their newest product is the Nintendo 3DS XL, an updated version of the Nintendo 3DS handheld console. The 3DS XL has outsold competitors since its 2015 release. Nintendo has strong brand recognition globally and owns popular game franchises. However, they have not expanded into mobile/tablet gaming. Maintaining their position will require differentiating new products and targeting adult customers who recall older Nintendo systems from their childhood.
The document proposes a new gaming console called Project X that includes a built-in projector for portable gaming. It would bring a new level of mobility to gaming. The summary outlines key specs of the proposed console, including its CPU, graphics capabilities, memory, storage and input/output ports. It also discusses common challenges faced by the video game industry, such as meeting public company growth demands with two year development cycles for new games. It proposes a marketing and launch strategy for Project X that includes market research, developing a project plan, establishing manufacturing and distribution, and implementing marketing programs.
DMarket is developing a decentralized global marketplace for trading virtual items using blockchain technology. This will allow the estimated 2.3 billion gamers worldwide to trade items between games on any platform, connecting the previously isolated game economies. The solution addresses the problem that currently there is no way to easily or securely trade virtual items that gamers acquire between different games and platforms. DMarket aims to create a new virtual item economy by enabling any game developer to connect their game and facilitate trades using DMarket's API.
Technological convergence in the games industry has significantly impacted media consumption habits. Games can now be accessed virtually anywhere through mobile devices and online streaming. This has opened up gaming to new audiences and changed who and where people play. It has also impacted how games are obtained, through digital distribution over piracy or retail, and allowed for new forms of social and shared experiences through online play with friends and communities. These changes have profound implications for the future of the industry.
The document discusses various ways that gaming is consumed beyond just playing games, including:
1) Merchandise like clothing, collectibles, and unusual branded items from publishers like Rockstar Games.
2) Cosplay where fans recreate character costumes.
3) E-sports which are competitive video game tournaments with cash prizes.
4) Machinima that uses game engines to create animated films.
5) Modding where fans create new content, levels, or total conversions of games. The Hot Coffee mod for GTA: San Andreas is a notable example that impacted the game's rating.
The document discusses current market trends in the gaming industry. Some of the key trends highlighted include the introduction of new gaming consoles fueling growth, the increasing popularity of online and mobile gaming, the rise of free-to-play and cloud gaming models, the success of franchises and sequels, and growing investment in virtual and augmented reality technologies. Independent games and exclusives are also strategies being used by companies to keep users engaged during periods between major releases.
The document outlines the key players in the video game industry structure, including developers, publishers, distributors, retailers, platforms, and consumers. It then provides an example of how revenue from a £39.99 game is typically distributed, with the largest shares going to publishers (30%), retailers (27%), and developers (17.5%). The document notes that vertically integrated companies, which control multiple stages of development and distribution, have more control over the process and can retain a larger portion of profits.
1. Should we get into the mobile gaming industry? Of the five gaming platforms, mobile games is the fastest growing, siphoning casual gamers away from handheld, PC and console. 70-80% of downloads to mobile devices are games. Mobile games are the least expensive platform to develop on, as the low computing power has kept user expectation at bay.
2. What platform should we build our games on? The two largest retail app stores in the mobile game value chain are Android and Apple. By 2015 they will have 81% of the phone / tablet market combined. Android and Apple control the majority of mobile developer communities worldwide.
3. Is mobile the right platform for edugame genre? The fastest growing genre of mobile games is puzzles. These kinds of games cross culture, language, age and sex. Mobile games-based learning revenues will reach US$263.3 million by 2015 in the US alone. Packaged mobile edugames will account for 90.5% of all revenues by 2015. Packaged mobile edugames are outselling non-mobile (PC and console) edugames.
M-BIZ Global is a large mobile gaming solutions provider with offices worldwide. They help businesses enhance ROI through innovative digital marketing solutions like branded mini-games, playable rich media ads, and augmented reality games. These games can be integrated across websites, apps, and social media to increase user engagement, conversions, and shareability. M-BIZ works with many types of clients and provides analytics and customization. Their games utilize technologies like HTML5, beacons, and augmented reality to provide immersive experiences on multiple devices.
The document provides an analysis of the 7th generation game console industry, focusing on the major players Xbox 360, PlayStation 3, and Nintendo Wii between 2005-2013. It summarizes that:
1) Nintendo succeeded through a differentiated strategy targeting casual gamers with its low-cost and motion-sensing Wii console, outselling rivals.
2) Both Microsoft and Sony focused on hardcore gamers but struggled with high production costs, though built strong brands and game libraries.
3) The industry now faces challenges from mobile/social gaming, but console gaming remains lucrative with new revenue models and popular franchises.
The document discusses the changing global games market and opportunities across different screens. It notes that games are now played on multiple screens, often free-to-play with in-game purchases, and treated as ongoing services. This requires companies to adapt business models and organizations. Emerging markets are major drivers of growth, though mature markets still generate most revenue. The games industry is increasingly global and competitive.
This is a product presentation on how "Touch" system works. "Touch" is a non-intrusive in app advertisements that engages users to participate in an advertisement in unique ways and then receive random rewards from app producers. "Touch" benefit app producers by increasing revenue from ads and monetization of 95% of it's non paying users.
Game in progress new business models for the videogame industryLuc Bourcier
The document discusses new business models emerging in the video game industry, particularly the shift from packaged console games to online, free-to-play, and hybrid models. It notes the industry is moving away from retail games on consoles to browser-based free-to-play and hosted games. While casual social free-to-play games are growing, not all games will take this form. The online gaming experience of the last five years should still inform business model conceptions for all video games.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
The document discusses metrics and sales estimates for indie games across various digital distribution platforms including PlayStation Network, Xbox Live Arcade, WiiWare, iPhone, and PC. It provides example sales numbers for popular indie games on each platform and estimates typical low, mid, and high-end sales ranges for indie games. It also discusses trends in the indie game market and across different platforms.
The document discusses the emergence of gaming as a service, where games can be played across multiple platforms like PC, consoles and mobile with user profiles and experiences carried across platforms. It predicts strong growth in online, social, and mobile gaming driven by increasing internet users, social networks, and mobile devices. New business models like free-to-play with in-game purchases and in-game advertising are seen expanding the gaming market size significantly. Success will depend on understanding user behavior, building communities, managing virality, and alternative monetization models over large marketing campaigns.
Abn amro vos 2011 media.
Meer informatie en bron:
http://abnamro-visieopsectoren.pressdoc.com/22111-tijdperk-van-de-digibeet-is-aangebroken-consument-bepaalt
Brandz 100 milward brown 2011
Source & Download:
http://www.millwardbrown.com/BrandZ/Default.aspx
"Developed by Millward Brown Optimor, the BrandZ Top 100 Most Valuable Global Brands ranking analyzes the world’s leading brands and the economic and competitive dynamics that influence value fluctuations. It is the most comprehensive annual ranking of brand value, and focuses on consumer-facing brands, rather than corproate brands.
Millward Brown congratulates all brands in this year’s BrandZ Top 100."
The document discusses various gaming platforms and how brands can engage with them. It covers social games, MMORPGs, console games, and mobile games. It analyzes the opportunities for brands within each platform, such as in-game advertising and branded games. The focus is on how social and mobile gaming are growing in relevance for marketing due to their large audiences and opportunities for engagement and monetization.
The global Game Engine Market is forecast to surpass USD 5.96 billion by 2027. Game engines are primary software used to create and develop video games for various platforms. They perform animation, sound, scripting and other functions to develop games rapidly. Game engines are also being used in industries like banking and automotive for applications like gamification, virtual environments and UI/UX design. A notable trend is the rising adoption of augmented and virtual reality. The report also notes that cloud gaming and the launch of new game consoles will contribute to the growth of the game engines market in the coming years.
Game engines are software platforms for developing and running games. They handle common game elements like graphics, physics, sound, and artificial intelligence. Some key differences between 2D and 3D game engines include their use of 2 or 3 spatial coordinates and different programming languages. Many game engines are free and open-source, making them accessible for independent developers. Popular 3D engines include Blender, Unity, and Panda3D, while popular 2D engines include Box2D and Lavgine. Game engines incorporate common game elements like rendering, collision detection, sound, and physics.
Nintendo is a leading video game company that produces gaming consoles. Their newest product is the Nintendo 3DS XL, an updated version of the Nintendo 3DS handheld console. The 3DS XL has outsold competitors since its 2015 release. Nintendo has strong brand recognition globally and owns popular game franchises. However, they have not expanded into mobile/tablet gaming. Maintaining their position will require differentiating new products and targeting adult customers who recall older Nintendo systems from their childhood.
The document proposes a new gaming console called Project X that includes a built-in projector for portable gaming. It would bring a new level of mobility to gaming. The summary outlines key specs of the proposed console, including its CPU, graphics capabilities, memory, storage and input/output ports. It also discusses common challenges faced by the video game industry, such as meeting public company growth demands with two year development cycles for new games. It proposes a marketing and launch strategy for Project X that includes market research, developing a project plan, establishing manufacturing and distribution, and implementing marketing programs.
DMarket is developing a decentralized global marketplace for trading virtual items using blockchain technology. This will allow the estimated 2.3 billion gamers worldwide to trade items between games on any platform, connecting the previously isolated game economies. The solution addresses the problem that currently there is no way to easily or securely trade virtual items that gamers acquire between different games and platforms. DMarket aims to create a new virtual item economy by enabling any game developer to connect their game and facilitate trades using DMarket's API.
Technological convergence in the games industry has significantly impacted media consumption habits. Games can now be accessed virtually anywhere through mobile devices and online streaming. This has opened up gaming to new audiences and changed who and where people play. It has also impacted how games are obtained, through digital distribution over piracy or retail, and allowed for new forms of social and shared experiences through online play with friends and communities. These changes have profound implications for the future of the industry.
The document discusses various ways that gaming is consumed beyond just playing games, including:
1) Merchandise like clothing, collectibles, and unusual branded items from publishers like Rockstar Games.
2) Cosplay where fans recreate character costumes.
3) E-sports which are competitive video game tournaments with cash prizes.
4) Machinima that uses game engines to create animated films.
5) Modding where fans create new content, levels, or total conversions of games. The Hot Coffee mod for GTA: San Andreas is a notable example that impacted the game's rating.
The document discusses current market trends in the gaming industry. Some of the key trends highlighted include the introduction of new gaming consoles fueling growth, the increasing popularity of online and mobile gaming, the rise of free-to-play and cloud gaming models, the success of franchises and sequels, and growing investment in virtual and augmented reality technologies. Independent games and exclusives are also strategies being used by companies to keep users engaged during periods between major releases.
The document outlines the key players in the video game industry structure, including developers, publishers, distributors, retailers, platforms, and consumers. It then provides an example of how revenue from a £39.99 game is typically distributed, with the largest shares going to publishers (30%), retailers (27%), and developers (17.5%). The document notes that vertically integrated companies, which control multiple stages of development and distribution, have more control over the process and can retain a larger portion of profits.
1. Should we get into the mobile gaming industry? Of the five gaming platforms, mobile games is the fastest growing, siphoning casual gamers away from handheld, PC and console. 70-80% of downloads to mobile devices are games. Mobile games are the least expensive platform to develop on, as the low computing power has kept user expectation at bay.
2. What platform should we build our games on? The two largest retail app stores in the mobile game value chain are Android and Apple. By 2015 they will have 81% of the phone / tablet market combined. Android and Apple control the majority of mobile developer communities worldwide.
3. Is mobile the right platform for edugame genre? The fastest growing genre of mobile games is puzzles. These kinds of games cross culture, language, age and sex. Mobile games-based learning revenues will reach US$263.3 million by 2015 in the US alone. Packaged mobile edugames will account for 90.5% of all revenues by 2015. Packaged mobile edugames are outselling non-mobile (PC and console) edugames.
M-BIZ Global is a large mobile gaming solutions provider with offices worldwide. They help businesses enhance ROI through innovative digital marketing solutions like branded mini-games, playable rich media ads, and augmented reality games. These games can be integrated across websites, apps, and social media to increase user engagement, conversions, and shareability. M-BIZ works with many types of clients and provides analytics and customization. Their games utilize technologies like HTML5, beacons, and augmented reality to provide immersive experiences on multiple devices.
The document provides an analysis of the 7th generation game console industry, focusing on the major players Xbox 360, PlayStation 3, and Nintendo Wii between 2005-2013. It summarizes that:
1) Nintendo succeeded through a differentiated strategy targeting casual gamers with its low-cost and motion-sensing Wii console, outselling rivals.
2) Both Microsoft and Sony focused on hardcore gamers but struggled with high production costs, though built strong brands and game libraries.
3) The industry now faces challenges from mobile/social gaming, but console gaming remains lucrative with new revenue models and popular franchises.
The document discusses the changing global games market and opportunities across different screens. It notes that games are now played on multiple screens, often free-to-play with in-game purchases, and treated as ongoing services. This requires companies to adapt business models and organizations. Emerging markets are major drivers of growth, though mature markets still generate most revenue. The games industry is increasingly global and competitive.
This is a product presentation on how "Touch" system works. "Touch" is a non-intrusive in app advertisements that engages users to participate in an advertisement in unique ways and then receive random rewards from app producers. "Touch" benefit app producers by increasing revenue from ads and monetization of 95% of it's non paying users.
Game in progress new business models for the videogame industryLuc Bourcier
The document discusses new business models emerging in the video game industry, particularly the shift from packaged console games to online, free-to-play, and hybrid models. It notes the industry is moving away from retail games on consoles to browser-based free-to-play and hosted games. While casual social free-to-play games are growing, not all games will take this form. The online gaming experience of the last five years should still inform business model conceptions for all video games.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the value chain and raises questions over the role of certain stakeholders downstream. It has afforded new power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online' has ultimately eroded a silo-based industry structure and allowed practices and cross-platform services to emerge that both benefit gamers and boost creativity within the sector.
The document discusses metrics and sales estimates for indie games across various digital distribution platforms including PlayStation Network, Xbox Live Arcade, WiiWare, iPhone, and PC. It provides example sales numbers for popular indie games on each platform and estimates typical low, mid, and high-end sales ranges for indie games. It also discusses trends in the indie game market and across different platforms.
The document discusses the emergence of gaming as a service, where games can be played across multiple platforms like PC, consoles and mobile with user profiles and experiences carried across platforms. It predicts strong growth in online, social, and mobile gaming driven by increasing internet users, social networks, and mobile devices. New business models like free-to-play with in-game purchases and in-game advertising are seen expanding the gaming market size significantly. Success will depend on understanding user behavior, building communities, managing virality, and alternative monetization models over large marketing campaigns.
Abn amro vos 2011 media.
Meer informatie en bron:
http://abnamro-visieopsectoren.pressdoc.com/22111-tijdperk-van-de-digibeet-is-aangebroken-consument-bepaalt
Brandz 100 milward brown 2011
Source & Download:
http://www.millwardbrown.com/BrandZ/Default.aspx
"Developed by Millward Brown Optimor, the BrandZ Top 100 Most Valuable Global Brands ranking analyzes the world’s leading brands and the economic and competitive dynamics that influence value fluctuations. It is the most comprehensive annual ranking of brand value, and focuses on consumer-facing brands, rather than corproate brands.
Millward Brown congratulates all brands in this year’s BrandZ Top 100."
Practical Guide: An overview of behaviour change models and their usesMarketingfacts
Title: Practical Guide: An overview of
behaviour change models and their uses
Author: Andrew Darnton,
Centre for Sustainable Development,
University of Westminster
Original source:
http://www.civilservice.gov.uk/Assets/Behaviour%20change_practical_guide_tcm6-9696.pdf
Behaviour_change_reference_report_tcm6-9697
Author: Andrew Darnton, Centre for Sustainable
Development, University of Westminster
July 2008
Original Source:
http://www.civilservice.gov.uk/Assets/Behaviour_change_reference_report_tcm6-9697.pdf
This document discusses a survey of US consumers regarding mobile shopping habits and preferences for mobile service providers. Some key findings include:
- Mobile commerce is growing rapidly, with 48% using mobile devices to research products and 29% making purchases on mobile. This is up significantly from previous surveys.
- Consumers want more personalized experiences from mobile providers, such as customized websites and live help options. However, many providers are falling short in these areas.
- While pricing is the top factor in choosing a provider, poor customer service was the reason 11% switched providers, more than other factors like coverage.
- Younger consumers prefer online self-service options, while older consumers prefer in-person or
Social Media Examiner: Social mediamarketingreport2011Marketingfacts
This document summarizes the key findings of a 2011 social media marketing industry report. The report is based on a survey of over 3,300 marketers. Some of the main findings include:
1) Marketers are most interested in learning how to measure the impact of social media marketing and integrate their various social media activities.
2) Most marketers spend 6 or more hours per week on social media marketing, with over a third spending 11+ hours.
3) Generating business exposure is the top benefit of social media marketing according to 88% of respondents.
4) Facebook, Twitter, LinkedIn and blogs are the most commonly used social media tools.
5) Video marketing on YouTube
The document discusses the findings of an online study about consumer tendencies related to website speed and functionality. Some key findings include:
- Nearly one-third of consumers will abandon a website that takes over 5 seconds to load. Two-thirds of users encounter slow websites at least weekly.
- Most users have been unable to complete a task on a website and nearly half frequently abandon slow-loading sites.
- While most users are willing to retry a site, most will only retry 1-3 times before giving up.
- Users are split on whether they prefer faster sites or sites with more functionality, though speed is seen as more important for search and email sites.
De Worldcom Public Relations Group (groot netwerk van onafhankelijke PR-bureaus wereldwijd), heeft gisteren de resultaten bekendgemaakt van een Europees onderzoek naar trends in PR. Aan het onderzoek hebben 17 Europese PR-bureaus van de Worldcom PR Group EMEA deelgenomen, daarmee is het onderzoek niet representatief voor de branche. Uit het onderzoek blijkt, dat de rol van de media in de verschillende Europese landen verschilt. Eén ding hebben de ondervraagde landen echter gemeen: traditionele media spelen, ondanks de sterke opkomst van social media, in heel Europa nog steeds een zeer belangrijke rol in het bereiken van het publiek.
Source: http://wk-pr.nl/worldcom/Worldcom%20Media%20Survey%20Dec10_Final.pdf
Mobile search advertising spending is growing rapidly according to data from Efficient Frontier. They found that mobile search currently accounts for 4.2% of total search ad spending for their clients, up significantly from 0.5% a year ago. They project that mobile search spending could account for 7-10% of total search ad spending by the end of 2011. Currently, 5.4% of paid search ad impressions for Efficient Frontier clients come from mobile searches. However, mobile searches have lower click-through rates than desktop searches.
Presentatie webcare alex van leeuwen buzz capture 8 maartMarketingfacts
The document discusses best practices for social media customer service or webcare. It notes that webcare teams should clearly define their goals and vision, and determine which platforms will be prioritized and where they will take a proactive approach. For success, internal investments are needed to make content accessible across all organizational levels, and cultural changes may need to be formalized. The future of webcare includes integrating social media data with CRM systems, more flexible hours beyond 24/7 support, and a more proactive role beyond helpdesk tasks.
Jason Kozup is a versatile figure whose impact spans numerous sectors. From the realms of entertainment and security, he has thrived as a producer, actor, stuntman, model, and aerospace defense contractor, showcasing excellence across the board.
You know you're an adult when every check-up gets you down. View What Going to the Doctor is Like as an Adult and more funny posts on salty vixen stories & more-saltyvixenstories.com
HD Video Player All Format - 4k & live streamHD Video Player
Discover the best video playback experience with HD Video Player. Our powerful, user-friendly app supports all popular video formats and codecs, ensuring seamless playback of your favorite videos in stunning HD and 4K quality. Whether you're watching movies, TV shows, or personal videos, HD Video Player provides the ultimate viewing experience on your device. 🚀
The cats, Sunny and Rishi, are brothers who live with their sister, Jessica, and their grandmother, Susie. They work as cleaners but wish to seek other kinds of employment that are better than their current jobs. New career adventures await Sunny and Rishi!
Morgan Freeman is Jimi Hendrix: Unveiling the Intriguing Hypothesisgreendigital
In celebrity mysteries and urban legends. Few narratives capture the imagination as the hypothesis that Morgan Freeman is Jimi Hendrix. This fascinating theory posits that the iconic actor and the legendary guitarist are, in fact, the same person. While this might seem like a far-fetched notion at first glance. a deeper exploration reveals a rich tapestry of coincidences, speculative connections. and a surprising alignment of life events fueling this captivating hypothesis.
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Introduction to the Hypothesis: Morgan Freeman is Jimi Hendrix
The idea that Morgan Freeman is Jimi Hendrix stems from a mix of historical anomalies, physical resemblances. and a penchant for myth-making that surrounds celebrities. While Jimi Hendrix's official death in 1970 is well-documented. some theorists suggest that Hendrix did not die but instead reinvented himself as Morgan Freeman. a man who would become one of Hollywood's most revered actors. This article aims to delve into the various aspects of this hypothesis. examining its origins, the supporting arguments. and the cultural impact of such a theory.
The Genesis of the Theory
Early Life Parallels
The hypothesis that Morgan Freeman is Jimi Hendrix begins by comparing their early lives. Jimi Hendrix, born Johnny Allen Hendrix in Seattle, Washington, on November 27, 1942. and Morgan Freeman, born on June 1, 1937, in Memphis, Tennessee, have lived very different lives. But, proponents of the theory suggest that the five-year age difference is negligible and point to Freeman's late start in his acting career as evidence of a life lived before under a different identity.
The Disappearance and Reappearance
Jimi Hendrix's death in 1970 at the age of 27 is a well-documented event. But, theorists argue that Hendrix's death staged. and he reemerged as Morgan Freeman. They highlight Freeman's rise to prominence in the early 1970s. coinciding with Hendrix's supposed death. Freeman's first significant acting role came in 1971 on the children's television show "The Electric Company," a mere year after Hendrix's passing.
Physical Resemblances
Facial Structure and Features
One of the most compelling arguments for the hypothesis that Morgan Freeman is Jimi Hendrix lies in the physical resemblance between the two men. Analyzing photographs, proponents point out similarities in facial structure. particularly the cheekbones and jawline. Both men have a distinctive gap between their front teeth. which is rare and often highlighted as a critical point of similarity.
Voice and Mannerisms
Supporters of the theory also draw attention to the similarities in their voices. Jimi Hendrix known for his smooth, distinctive speaking voice. which, according to some, resembles Morgan Freeman's iconic, deep, and soothing voice. Additionally, both men share certain mannerisms. such as their calm demeanor and eloquent speech patterns.
Artistic Parallels
Musical and Acting Talents
Jimi Hendrix was regarded as one of t
Explore Treydora's VR economy, where users can trade virtual assets, earn rewards, and build digital wealth within immersive game environments. Learn more!
The Evolution and Impact of Tom Cruise Long Hairgreendigital
Tom Cruise is one of Hollywood's most iconic figures, known for his versatility, charisma, and dedication to his craft. Over the decades, his appearance has been almost as dynamic as his filmography, with one aspect often drawing significant attention: his hair. In particular, Tom Cruise long hair has become a defining feature in various phases of his career. symbolizing different roles and adding layers to his on-screen characters. This article delves into the evolution of Tom Cruise long hair, its impact on his roles. and its influence on popular culture.
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Introduction
Tom Cruise long hair has often been more than a style choice. it has been a significant element of his persona both on and off the screen. From the tousled locks of the rebellious Maverick in "Top Gun" to the sleek, sophisticated mane in "Mission: Impossible II." Cruise's hair has played a pivotal role in shaping his image and the characters he portrays. This article explores the various stages of Tom Cruise long hair. Examining how this iconic look has evolved and influenced his career and broader fashion trends.
Early Days: The Emergence of a Style Icon
The 1980s: The Birth of a Star
In the early stages of his career during the 1980s, Tom Cruise sported a range of hairstyles. but in "Top Gun" (1986), his hair began to gain significant attention. Though not long by later standards, his hair in this film was longer than the military crew cuts associated with fighter pilots. adding a rebellious edge to his character, Pete "Maverick" Mitchell.
Risky Business: The Transition Begins
In "Risky Business" (1983). Tom Cruise's hair was short but longer than the clean-cut styles dominant at the time. This look complemented his role as a high school student stepping into adulthood. embodying a sense of youthful freedom and experimentation. It was a precursor to the more dramatic hair transformations in his career.
The 1990s: Experimentation and Iconic Roles
Far and Away: Embracing Length
One of the first films in which Tom Cruise embraced long hair was "Far and Away" (1992). Playing the role of Joseph. an Irish immigrant in 1890s America, Cruise's long, hair added authenticity to his character's rugged and determined persona. This look was a stark departure from his earlier. more polished styles and marked the beginning of a more adventurous phase in his hairstyle choices.
Interview with the Vampire: Gothic Elegance
In "Interview with the Vampire" (1994). Tom Cruise long hair reached new lengths of sophistication and elegance. Portraying the vampire Lestat. Cruise's flowing blonde locks were integral to the character's ethereal and timeless allure. This hairstyle not only suited the gothic aesthetic of the film but also showcased Cruise's ability to transform his appearance for a role.
Mission: Impossible II: The Pinnacle of Long Hair
One of the most memorable instances of Tom Cruise long hair came in "Mission: Impossible II" (2000). His character, Ethan
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